using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using DDOS.Objects;
using DDOS.Game_State;

namespace DDOS
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        private const float MARGIN_PERCENT = .1f; //10%
        //native Xbox resolution: 1280 x 720
        private const int SCREEN_WIDTH = 1280;
        private const int SCREEN_HEIGHT = 720;
        private Player player;
        public Game toExit;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            toExit = this;
            // TODO: Add your initialization logic here
            graphics.PreferredBackBufferWidth = SCREEN_WIDTH;
            graphics.PreferredBackBufferHeight = SCREEN_HEIGHT;
            graphics.ApplyChanges();

            Microsoft.Xna.Framework.Rectangle actualScreen = new Microsoft.Xna.Framework.Rectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
            Microsoft.Xna.Framework.Rectangle screen = new Microsoft.Xna.Framework.Rectangle((int)(MARGIN_PERCENT * SCREEN_WIDTH), (int)(MARGIN_PERCENT * SCREEN_HEIGHT), (int)(SCREEN_WIDTH - 2 * MARGIN_PERCENT * SCREEN_WIDTH), (int)(SCREEN_HEIGHT - 2 * MARGIN_PERCENT * SCREEN_HEIGHT));
            
            ScreenManager.Initialize(actualScreen, screen, this.GraphicsDevice, this);
            FontManager.Initialize(this);
            ImageManager2D.Initialize(this);
            SoundManager.Initialize(this);
            CollisionEngine.Initiate();
            LevelScreen level = new LevelScreen();
            player = new Player();
            player.InitializeComponents();
            ScreenManager.Instance.LoadScreen(new OpeningScreen());
            GraphicsDevice.Clear(Color.CornflowerBlue);
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            InputManager.InputManagerInstance.Update();
            CollisionEngine.Instance.Update(gameTime);
            ScreenManager.Instance.Update(gameTime);
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (player.dead())
                this.Exit();

            // TODO: Add your update logic here
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            
            ScreenManager.Instance.Draw();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
